Page 16 of 37

Posted: Wed May 18, 2011 8:38 pm
by Rudankort
wino wrote: This makes sense in multiplayer games only. Cheating is thus not possible. But in player vs AI games this is not important and may be considered as bug.
But why would I want code it differently for multiplayer and singleplayer? I don't see any problems with existing situation. Besides, some game mechanisms like replays rely on it, and I don't want to change them only to fix this point.
wino wrote: I wonder how this design decision can be exploited in multiplayer game ? Any ideas ? :D

Got one:
First fight 2 not important battles then one important - try all permutations. Sometimes it is possible, especially using aircraft. When you know that each time RNG will be seeded with the same value this could be possible to find optimal outcome of the important attack.
I did not say that cheating is eliminated, just that you have less room. You may not have "unimportant" combats to use, and the whole process becomes much more involved. If you have suggestions how to eliminate cheating completely, please share them with me. :)
wino wrote: Send. Let me know that you got them, if not I will put them on somewhere.
Got the files. I see that in the first file it is raining and so visibility is reduced. In the second file there is no rain, and so the unit is visible. Do these saves both come from the same game?

Posted: Wed May 18, 2011 9:19 pm
by wino
Rudankort wrote:
wino wrote: This makes sense in multiplayer games only. Cheating is thus not possible. But in player vs AI games this is not important and may be considered as bug.
But why would I want code it differently for multiplayer and singleplayer? I don't see any problems with existing situation. Besides, some game mechanisms like replays rely on it, and I don't want to change them only to fix this point.
Load and try single player cheating can be more acceptable then using cheat codes psychologically for players so the game will be more fun. :D
Do not tell me now that there are no arguments at all. :D

Back to be serious, you are right.
Rudankort wrote:
wino wrote: I wonder how this design decision can be exploited in multiplayer game ? Any ideas ? :D

Got one:
First fight 2 not important battles then one important - try all permutations. Sometimes it is possible, especially using aircraft. When you know that each time RNG will be seeded with the same value this could be possible to find optimal outcome of the important attack.
I did not say that cheating is eliminated, just that you have less room. You may not have "unimportant" combats to use, and the whole process becomes much more involved. If you have suggestions how to eliminate cheating completely, please share them with me. :)
Except some kind of online solution it is probably not possible. You need to trust in something like : number of times save file was loaded
vs number of time the same file saved. If they equal there was not "try and load" cheating. You cannot control it with some kind of online system.
Rudankort wrote:
wino wrote: Send. Let me know that you got them, if not I will put them on somewhere.
Got the files. I see that in the first file it is raining and so visibility is reduced. In the second file there is no rain, and so the unit is visible. Do these saves both come from the same game?
Yes you are right again. The visibility stuff is not an bug. I was confused by design.

Posted: Thu May 19, 2011 8:41 pm
by wino
Just for the record:
in East USA scenario when playing against Axis AI, GE airplanes are not moved : AI carrier bug

Posted: Fri May 20, 2011 1:02 pm
by Obsolete
Hmm, the Library is a bit glitchy. I must have clicked on Tiger I as my first unit to read up on. But now all the other units show the Tiger I doc when I click on them.

Posted: Fri May 20, 2011 4:14 pm
by lordzimoa
No that is normal only Tiger 1 template is in at the moment... and there is scroll bug.

Tim

Posted: Fri May 20, 2011 5:09 pm
by Obsolete
Long lasting suppression isn't long lasting anymore.
Was this a supposed change?

Posted: Fri May 20, 2011 6:12 pm
by Pupec
In last version PZC is slovak cities in Poland mission are still incorrect, Zilino (Zilina) and Lubovina (Lubovna). :)

Posted: Fri May 20, 2011 6:29 pm
by Obsolete
Hmm, it seems suppression on units disappears after the first attack on it by any unit. I wonder where they get the courage from.

I also am curious, what is the third (right box) to be used for on the Unit Panel? The middle is for displaying the transport stats but....

Posted: Fri May 20, 2011 7:10 pm
by Rudankort
Obsolete wrote:Hmm, it seems suppression on units disappears after the first attack on it by any unit. I wonder where they get the courage from.
Yes, suppression lasts only for one round now. I felt that strength suppressed for the whole round was as good as dead, so I tweaked this aspect. Now attack is similar to defense: on defense attacker is suppressed by defensive fire, but after attack is finished suppression is gone. It is the same, but reversed, for attack now: you can suppress a unit and exploit it, but for just one combat round.
Obsolete wrote: I also am curious, what is the third (right box) to be used for on the Unit Panel? The middle is for displaying the transport stats but....
Click on a unit loaded into naval/air/rail transport, and you will see what it is for. ;)

Posted: Fri May 20, 2011 7:52 pm
by Obsolete
I felt that strength suppressed for the whole round was as good as dead, so I tweaked this aspect.
Well, I thought that was somewhat the point to suppression... Now level bombers have gone through yet another nerf, etc.

I'm also not sure what kind of lashback the community is going to have. How does a suppressed unit miraculously shake off disruption in the worst of the mess, just like nothing ever happened? I can not see a realistic explanation for this, even when trying to push some far off extrapolation.

Posted: Fri May 20, 2011 8:13 pm
by uran21
Pupec wrote:In last version PZC is slovak cities in Poland mission are still incorrect, Zilino (Zilina) and Lubovina (Lubovna). :)
Ahh, I did fix it but graphic sector made new tile experiments on old file and when I got it from them I overwrite changes because I forgot about them. Thanks for reminding me, I will fix it again.

Posted: Fri May 20, 2011 10:34 pm
by lauter11
Just loaded a save 1939 campaign game, Norway scenario. I have captured all objectives, but the scenario will not end and give me a victory. The only enemy unit that I see left is a sub. Am I missing something obvious?

I am using the latest beta...didn't have this problem before in this scenario.

Posted: Fri May 20, 2011 10:56 pm
by Kerensky
Just loaded a save 1939 campaign game
This is most likely your problem. In the new BETA we migrated to a new structure to determine 'victory conditions' in a scenario to allow for custom maps. Your old save file may still be using the old conditions, which are not compatible with the new design.

Sorry, it looks like you will have to restart your 1939 campaign.

Posted: Fri May 20, 2011 11:05 pm
by Pupec
Typhoon MK.IB incorrect attack graphic animation.

Posted: Fri May 20, 2011 11:09 pm
by Kerensky
Pupec wrote:Typhoon MK.IB incorrect attack graphic animation.
I'm not listing these specific unit reports (I have a general 'units have animation visualization and sound problems' post), but feel free to keep adding these reports for us to record, just in case we miss any. :)

Posted: Fri May 20, 2011 11:59 pm
by Obsolete
Often the background on the strategic map only shows pitch black.

Posted: Sat May 21, 2011 5:05 am
by Kerensky
75. 30cm Nebelwerfer 43 does not always use it's attack animation.

Seems to primarily be a problem when the 30cm Nebelwerfer is invoked in defensive fire, although it does occasionally fail to display attack animation when firing voluntarily.

Posted: Sat May 21, 2011 6:01 am
by OmegaMan1
Scrolling still seems to be rough... gets worse the longer you play.

Posted: Sat May 21, 2011 9:51 am
by heinemo
Bug in 0.98: When deploying troops the exp stars are not filled in the unit list. I also think the detailed info screen should be possible to open from the unit list, how do I see which units have trucks for example?

Posted: Sat May 21, 2011 8:40 pm
by Kerensky
The stars not being filled was mentioned a while ago, more of an incomplete feature than a true bug though. We're working on improvement the deployment phase, so hang in there. Same goes for details such as truck transport possession.
15 and 15.5 address deployment phase
viewtopic.php?t=24157
And this thread has some items about truck transport visualization.
viewtopic.php?t=24178&highlight=